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{shelfware}, {vaporware}, {wetware}.

:/dev/null: /dev-nuhl/ [from the UNIX null device, used as a data sink] n. A notional `black hole' in any information space being discussed, used, or referred to. A controversial posting, for example, might end "Kudos to rasputin@kremlin.org, flames to /dev/null". See {bit bucket}.

:0: Numeric zero, as opposed to `O' (the 15th letter of the English alphabet). In their unmodified forms they look a lot alike, and various kluges invented to make them visually distinct have compounded the confusion. If your zero is center-dotted and letter-O is not, or if letter-O looks almost rectangular but zero more like an American football stood on end, you're probably looking at a modern character display (though the dotted zero seems to have originated as an option on IBM 3270 controllers). If your zero is slashed but letter-O is not, you're probably looking at an old-style ASCII graphic set descended from the default typewheel on the venerable ASR-33 Teletype (Scandinavians, for whom slashed-O is a letter, curse this arrangement). If letter-O has a slash across it and the zero does not, your display is tuned for a very old convention used at IBM and a few other early mainframe makers (Scandinavians curse this arrangement even more, because it means two of their letters collide). Some Burroughs/Unisys equipment displays a zero with a reversed slash. And yet another convention common on early line printers left zero unornamented but added a tail or hook to the letter-O so that it resembled an inverted Q or cursive capital letter-O. Are we sufficiently confused yet?

:1TBS: // n. The "One True Brace Style"; see {indent style}.

:120 reset: /wuhn-twen'tee ree'set/ [from 120 volts, U.S. wall voltage] n. To cycle power on a machine in order to reset or unjam it. Compare {Big Red Switch}, {power cycle}.

:2: infix. In translation software written by hackers, infix 2 often represents the syllable to with the connotation `translate to': as in dvi2ps (DVI to PostScript), int2string (integer to string), and texi2roff (Texinfo to [nt]roff).

:@-party: /at'par`tee/ [from the @-sign in an Internet address]

n. (alt. @-sign party' /at'si:n partee/) A semi-closed party thrown for hackers at a science-fiction convention (esp.

the annual Worldcon); one must have a {network address} to get in, or at least be in company with someone who does. One of the most reliable opportunities for hackers to meet face to face with people who might otherwise be represented by mere phosphor dots on their screens. Compare {boink}.

:@Begin: // See {begin}.

:begin: // [from the LaTeX command] With end, used humorously in writing to indicate a context or to remark on the surrounded text. For example:

begin{flame} Predicate logic is the only good programming language. Anyone who would use anything else is an idiot. Also, all computers should be tredecimal instead of binary. end{flame}

The Scribe users at CMU and elsewhere used to use @Begin/@End in an identical way (LaTeX was built to resemble Scribe). On USENET, this construct would more frequently be rendered as `'

and `'.

:(Lexicon Entries End Here):

:Appendix A: Hacker Folklore

This appendix contains several legends and fables that illuminate the meaning of various entries in the lexicon.

:The Meaning of `Hack':

=======================

"The word {hack} doesn't really have 69 different meanings", according to MIT hacker Phil Agre. "In fact, {hack} has only one meaning, an extremely subtle and profound one which defies articulation. Which connotation is implied by a given use of the word depends in similarly profound ways on the context. Similar remarks apply to a couple of other hacker words, most notably {random}."

Hacking might be characterized as `an appropriate application of ingenuity'. Whether the result is a quick-and-dirty patchwork job or a carefully crafted work of art, you have to admire the cleverness that went into it.

An important secondary meaning of {hack} is `a creative practical joke'.

This kind of hack is easier to explain to non-hackers than the programming kind. Of course, some hacks have both natures; see the lexicon entries for {pseudo} and {kgbvax}. But here are some examples of pure practical jokes that illustrate the hacking spirit: In 1961, students from Caltech (California Institute of Technology, in Pasadena) hacked the Rose Bowl football game. One student posed as a reporter and `interviewed' the director of the University of Washington card stunts (such stunts involve people in the stands who hold up colored cards to make pictures). The reporter learned exactly how the stunts were operated, and also that the director would be out to dinner later.

While the director was eating, the students (who called themselves the `Fiendish Fourteen') picked a lock and stole a blank direction sheet for the card stunts. They then had a printer run off 2300 copies of the blank. The next day they picked the lock again and stole the master plans for the stunts --- large sheets of graph paper colored in with the stunt pictures. Using these as a guide, they made new instructions for three of the stunts on the duplicated blanks. Finally, they broke in once more, replacing the stolen master plans and substituting the stack of diddled instruction sheets for the original set. The result was that three of the pictures were totally different. Instead of `WASHINGTON', the word ``CALTECH' was flashed. Another stunt showed the word `HUSKIES', the Washington nickname, but spelled it backwards. And what was supposed to have been a picture of a husky instead showed a beaver. (Both Caltech and MIT use the beaver --- nature's engineer --- as a mascot.) After the game, the Washington faculty athletic representative said: "Some thought it ingenious; others were indignant." The Washington student body president remarked: "No hard feelings, but at the time it was unbelievable. We were amazed."

This is now considered a classic hack, particularly because revising the direction sheets constituted a form of programming.

Here is another classic hack:

On November 20, 1982, MIT hacked the Harvard-Yale football game. Just after Harvard's second touchdown against Yale, in the first quarter, a small black ball popped up out of the ground at the 40-yard line, and grew bigger, and bigger, and bigger. The letters `MIT' appeared all over the ball. As the players and officials stood around gawking, the ball grew to six feet in diameter and then burst with a bang and a cloud of white smoke. The `Boston Globe' later reported: "If you want to know the truth, MIT won The Game." The prank had taken weeks of careful planning by members of MIT's Delta Kappa Epsilon fraternity. The device consisted of a weather balloon, a hydraulic ram powered by Freon gas to lift it out of the ground, and a vacuum-cleaner motor to inflate it. They made eight separate expeditions to Harvard Stadium between 1 and 5 A.M., locating an unused 110-volt circuit in the stadium and running buried wires from the stadium circuit to the 40-yard line, where they buried the balloon device. When the time came to activate the device, two fraternity members had merely to flip a circuit breaker and push a plug into an outlet. This stunt had all the earmarks of a perfect hack: surprise, publicity, the ingenious use of technology, safety, and harmlessness. The use of manual control allowed the prank to be timed so as not to disrupt the game (it was set off between plays, so the outcome of the game would not be unduly affected). The perpetrators had even thoughtfully attached a note to the balloon explaining that the device was not dangerous and contained no explosives. Harvard president Derek Bok commented: "They have an awful lot of clever people down there at MIT, and they did it again." President Paul E. Gray of MIT said: "There is absolutely no truth to the rumor that I had anything to do with it, but I wish there were."

The hacks above are verifiable history; they can be proved to have happened. Many other classic-hack stories from MIT and elsewhere, though retold as history, have the characteristics of what Jan Brunvand has called `urban folklore' (see {FOAF}). Perhaps the best known of these is the legend of the infamous trolley-car hack, an alleged incident in which engineering students are said to have welded a trolley car to its tracks with thermite. Numerous versions of this have been recorded from the 1940s to the present, most set at MIT but at least one very detailed version set at CMU.

Brian Leibowitz has researched MIT hacks both real and mythical extensively; the interested reader is referred to his delightful pictorial compendium `The Journal of the Institute for Hacks, Tomfoolery, and Pranks' (MIT Museum, 1990; ISBN 0-917027-03-5).

Finally, here is a story about one of the classic computer hacks.

Back in the mid-1970s, several of the system support staff at Motorola discovered a relatively simple way to crack system security on the Xerox CP-V timesharing system. Through a simple programming strategy, it was possible for a user program to trick the system into running a portion of the program in `master mode' (supervisor state), in which memory protection does not apply. The program could then poke a large value into its `privilege level' byte (normally write-protected) and could then proceed to bypass
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